Glossary

Here is a glossary of terminology used on this website.

F

Fake choice

Relevant to nonlinear gameplay.

A false sense of control.

Fast travel​

Relevant to level design.

Immediate relocation from one place to another.

Feature

Relevant to gameplay.

An important part of a game.

Artificial feature

Relevant to level design.

A part of a game world that represents a man-made object in the real world, for example:

  • Structure, such as a building, bridge, tower, or tunnel.
  • Debris.
  • Ruins.
  • Road, railway, or pipeline.

Natural feature

Relevant to level design.

A part of a game world that represents a natural element in the real world, for example:

  • Canyon.
  • Forest.
  • Lake.
  • Mountain.
  • River.
  • Sea.

Feedback¹

Relevant to output system.

Reaction to the player’s input.

Feedback²

Relevant to development.

Individuals’ opinions on a game.

Constructive feedback

Relevant to development.

Feedback that is intended to assist in enhancing a game and is deemed valuable.

Field of view (FOV)

Relevant to output system.

The portion of a game world that is visible to the player through his camera. The greater the field of view is, the larger portion of the game world the player can observe.

Filename

Relevant to output system.

A name that players or the platform on which players play the game assigns to a file.

Filler

Relevant to story.

A sound or word speakers use to pause and form a thought while speaking. For example:

  • Ah.
  • Uh.
  • Um.

Film grain

Relevant to output system.

A post-processing effect that creates a random texture to achieve a cinematic look.

Fire

Blind fire

Relevant to gameplay.

Raising a weapon to shoot from cover without exposing oneself.

Return fire

Relevant to gameplay.

The act of discharging a weapon in response to a shooter’s shot.

Firepower

Relevant to gameplay.

The ability to cause destruction through the use of weapons.

Flight radio panel

Relevant to control system.

An input device used to control the essential functions of an aircraft in a flight simulation software.

Flight switch panel

Relevant to control system.

An input device used to control the autopilot settings of an aircraft in a flight simulation software.

Floor plan

Relevant to level design.

See Layout.

Flow state

Relevant to gameplay.

The mental condition in which a player is completely engrossed in a sense of pleasure.

Flowchart

Relevant to level design.

A diagram that depicts a workflow or process.

Foliage

Relevant to level design.

Trees, shrubs, grass or plants.

Font

Relevant to output system.

A typeface of the specific weight, size, style, and width.

Typeface

Font

Roboto

Roboto Regular, 17 point

Roboto

Roboto Bold, 17 point

Roboto

Roboto Italic, 17 point

Roboto

Roboto Thin Italic, 17 point

Difference between typeface and font

Sans serif font

Relevant to output system.

A font that lacks decorative lines known as “feet” and “tails”.

Serif font

Relevant to output system.

A font featuring decorative elements known as “feet” and “tails”.

Font weight

Relevant to output system.

The relative thickness of a font’s stroke.

Footage

Relevant to development.

Video material recorded during gameplay.

Footage from Strange Brigade.

Credit: Rebellion Developments. Footage captured by the author.

Force

Relevant to gameplay.

The whole military strength.

Force feedback

Relevant to output system.

Involves applying physical forces (like resistance or pushback) to simulate weight or impact—commonly used in racing wheels or flight sticks. Like tactile feedback, it enhances the player’s sense of immersion and realism.

Frame rate

Relevant to output system.

See Frames per second.

Frames per second

Relevant to gameplay.

The number of single pictures that collectively compose a video game, which are displayed on a screen per second.

Free roam

Relevant to gameplay.

An event type in which players have the freedom to drive around a game world.

Freeze frame

Relevant to gameplay.

A technique employed to momentarily halt the progression of a game at a particular scene in order to accentuate the significance of the moment.

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